Feature/expansionpack 2d unity game dev (#332)
* Added 1.0 files * Converted agents, and templates to new format. Updated filenames to include extensions like in unity-2d-game-team.yaml, Updated some wordage in workflow, config, and increased minor version number * Forgot to remove unused startup section in game-sm since it's moved to activation-instructions, now fixed. * Updated verbosity for development workflow in development-guidenlines.md * built the web-dist files for the expansion pack * Synched with main repo and rebuilt dist * Added enforcement of game-design-checklist to designer persona * Updated with new changes to phaser epack that seem relevant to discussion we had on discord for summarizing documentation updates * updated dist build for our epack
This commit is contained in:
@@ -0,0 +1,545 @@
|
||||
template:
|
||||
id: game-architecture-template-v2
|
||||
name: Game Architecture Document
|
||||
version: 2.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "docs/{{game_name}}-game-architecture.md"
|
||||
title: "{{game_title}} Game Architecture Document"
|
||||
|
||||
workflow:
|
||||
mode: interactive
|
||||
|
||||
sections:
|
||||
- id: initial-setup
|
||||
instruction: |
|
||||
This template creates a comprehensive game architecture document specifically for Unity + C# projects. This should provide the technical foundation for all game development stories and epics.
|
||||
|
||||
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
|
||||
|
||||
- id: introduction
|
||||
title: Introduction
|
||||
instruction: Establish the document's purpose and scope for game development
|
||||
content: |
|
||||
This document outlines the complete technical architecture for {{Game Title}}, a 2D game built with Unity and C#. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
|
||||
|
||||
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining stable performance and cross-platform compatibility.
|
||||
sections:
|
||||
- id: change-log
|
||||
title: Change Log
|
||||
instruction: Track document versions and changes
|
||||
type: table
|
||||
template: |
|
||||
| Date | Version | Description | Author |
|
||||
| :--- | :------ | :---------- | :----- |
|
||||
|
||||
- id: technical-overview
|
||||
title: Technical Overview
|
||||
instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.
|
||||
sections:
|
||||
- id: architecture-summary
|
||||
title: Architecture Summary
|
||||
instruction: |
|
||||
Provide a comprehensive overview covering:
|
||||
|
||||
- Game engine choice and configuration
|
||||
- Project structure and organization
|
||||
- Key systems and their interactions
|
||||
- Performance and optimization strategy
|
||||
- How this architecture achieves GDD requirements
|
||||
- id: platform-targets
|
||||
title: Platform Targets
|
||||
instruction: Based on GDD requirements, confirm platform support
|
||||
template: |
|
||||
**Primary Platform:** {{primary_platform}}
|
||||
**Secondary Platforms:** {{secondary_platforms}}
|
||||
**Minimum Requirements:** {{min_specs}}
|
||||
**Target Performance:** Stable frame rate on {{target_device}}
|
||||
- id: technology-stack
|
||||
title: Technology Stack
|
||||
template: |
|
||||
**Core Engine:** Unity 2022 LTS or newer
|
||||
**Language:** C# 10+
|
||||
**Build Tool:** Unity Build Pipeline
|
||||
**Package Manager:** Unity Package Manager
|
||||
**Testing:** Unity Test Framework (NUnit)
|
||||
**Deployment:** {{deployment_platform}}
|
||||
|
||||
- id: project-structure
|
||||
title: Project Structure
|
||||
instruction: Define the complete project organization that developers will follow
|
||||
sections:
|
||||
- id: repository-organization
|
||||
title: Repository Organization
|
||||
instruction: Design a clear folder structure for game development
|
||||
type: code
|
||||
language: text
|
||||
template: |
|
||||
{{game_name}}/
|
||||
├── Assets/
|
||||
│ ├── Scenes/ # Game scenes
|
||||
│ ├── Scripts/ # C# scripts
|
||||
│ ├── Prefabs/ # Reusable game objects
|
||||
│ ├── Art/ # Art assets
|
||||
│ ├── Audio/ # Audio assets
|
||||
│ ├── Data/ # ScriptableObjects and other data
|
||||
│ └── Tests/ # Unity Test Framework tests
|
||||
├── Packages/ # Package Manager manifest
|
||||
└── ProjectSettings/ # Unity project settings
|
||||
- id: module-organization
|
||||
title: Module Organization
|
||||
instruction: Define how TypeScript modules should be organized
|
||||
sections:
|
||||
- id: scene-structure
|
||||
title: Scene Structure
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Each scene in separate file
|
||||
- Scene-specific logic contained in scripts within the scene
|
||||
- Use a loading scene for asynchronous loading
|
||||
- id: game-object-pattern
|
||||
title: Game Object Pattern
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Component-based architecture using MonoBehaviours
|
||||
- Reusable game objects as prefabs
|
||||
- Data-driven design with ScriptableObjects
|
||||
- id: system-architecture
|
||||
title: System Architecture
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Singleton managers for global systems (e.g., GameManager, AudioManager)
|
||||
- Event-driven communication using UnityEvents or C# events
|
||||
- Clear separation of concerns between components
|
||||
|
||||
- id: core-game-systems
|
||||
title: Core Game Systems
|
||||
instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.
|
||||
sections:
|
||||
- id: scene-management
|
||||
title: Scene Management System
|
||||
template: |
|
||||
**Purpose:** Handle game flow and scene transitions
|
||||
|
||||
**Key Components:**
|
||||
|
||||
- Asynchronous scene loading and unloading
|
||||
- Data passing between scenes using a persistent manager or ScriptableObject
|
||||
- Loading screens with progress bars
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- A `SceneLoader` class to manage all scene transitions
|
||||
- A loading scene to handle asynchronous loading
|
||||
- A `GameManager` to persist between scenes and hold necessary data
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/Core/SceneLoader.cs`
|
||||
- `Assets/Scenes/Loading.unity`
|
||||
- id: game-state-management
|
||||
title: Game State Management
|
||||
template: |
|
||||
**Purpose:** Track player progress and game status
|
||||
|
||||
**State Categories:**
|
||||
|
||||
- Player progress (levels, unlocks)
|
||||
- Game settings (audio, controls)
|
||||
- Session data (current level, score)
|
||||
- Persistent data (achievements, statistics)
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- A `SaveManager` class to handle saving and loading data to a file
|
||||
- Use of `ScriptableObject`s to hold game state data
|
||||
- State validation and error recovery
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/Core/SaveManager.cs`
|
||||
- `Assets/Data/ScriptableObjects/GameState.cs`
|
||||
- id: asset-management
|
||||
title: Asset Management System
|
||||
template: |
|
||||
**Purpose:** Efficient loading and management of game assets
|
||||
|
||||
**Asset Categories:**
|
||||
|
||||
- Sprites and textures
|
||||
- Audio clips and music
|
||||
- Prefabs and scene files
|
||||
- ScriptableObjects
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- Use of Addressables for dynamic asset loading
|
||||
- Asset bundles for platform-specific assets
|
||||
- Memory management for large assets
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/Core/AssetManager.cs` (if needed for complex scenarios)
|
||||
- id: input-management
|
||||
title: Input Management System
|
||||
template: |
|
||||
**Purpose:** Handle all player input across platforms
|
||||
|
||||
**Input Types:**
|
||||
|
||||
- Keyboard controls
|
||||
- Mouse/pointer interaction
|
||||
- Touch gestures (mobile)
|
||||
- Gamepad support
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- Use the new Unity Input System
|
||||
- Create Action Maps for different input contexts
|
||||
- Use the `PlayerInput` component for easy player input handling
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Settings/InputActions.inputactions`
|
||||
- id: game-mechanics-systems
|
||||
title: Game Mechanics Systems
|
||||
instruction: For each major mechanic defined in the GDD, create a system specification
|
||||
repeatable: true
|
||||
sections:
|
||||
- id: mechanic-system
|
||||
title: "{{mechanic_name}} System"
|
||||
template: |
|
||||
**Purpose:** {{system_purpose}}
|
||||
|
||||
**Core Functionality:**
|
||||
|
||||
- {{feature_1}}
|
||||
- {{feature_2}}
|
||||
- {{feature_3}}
|
||||
|
||||
**Dependencies:** {{required_systems}}
|
||||
|
||||
**Performance Considerations:** {{optimization_notes}}
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/Mechanics/{{SystemName}}.cs`
|
||||
- `Assets/Prefabs/{{RelatedObject}}.prefab`
|
||||
- id: physics-collision
|
||||
title: Physics & Collision System
|
||||
template: |
|
||||
**Physics Engine:** Unity 2D Physics
|
||||
|
||||
**Collision Categories:**
|
||||
|
||||
- Player collision
|
||||
- Enemy interactions
|
||||
- Environmental objects
|
||||
- Collectibles and items
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- Use the Layer Collision Matrix to optimize collision detection
|
||||
- Use `Rigidbody2D` for physics-based movement
|
||||
- Use `Collider2D` components for collision shapes
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- (No new files, but configure `ProjectSettings/DynamicsManager.asset`)
|
||||
- id: audio-system
|
||||
title: Audio System
|
||||
template: |
|
||||
**Audio Requirements:**
|
||||
|
||||
- Background music with looping
|
||||
- Sound effects for actions
|
||||
- Audio settings and volume control
|
||||
- Mobile audio optimization
|
||||
|
||||
**Implementation Features:**
|
||||
|
||||
- An `AudioManager` singleton to play sounds and music
|
||||
- Use of `AudioMixer` to control volume levels
|
||||
- Object pooling for frequently played sound effects
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/Core/AudioManager.cs`
|
||||
- id: ui-system
|
||||
title: UI System
|
||||
template: |
|
||||
**UI Components:**
|
||||
|
||||
- HUD elements (score, health, etc.)
|
||||
- Menu navigation
|
||||
- Modal dialogs
|
||||
- Settings screens
|
||||
|
||||
**Implementation Requirements:**
|
||||
|
||||
- Use UI Toolkit or UGUI for building user interfaces
|
||||
- Create a `UIManager` to manage UI elements
|
||||
- Use events to update UI from game logic
|
||||
|
||||
**Files to Create:**
|
||||
|
||||
- `Assets/Scripts/UI/UIManager.cs`
|
||||
- `Assets/UI/` (folder for UI assets and prefabs)
|
||||
|
||||
- id: performance-architecture
|
||||
title: Performance Architecture
|
||||
instruction: Define performance requirements and optimization strategies
|
||||
sections:
|
||||
- id: performance-targets
|
||||
title: Performance Targets
|
||||
template: |
|
||||
**Frame Rate:** Stable frame rate, 60+ FPS on target platforms
|
||||
**Memory Usage:** <{{memory_limit}}MB total
|
||||
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
|
||||
**Battery Optimization:** Reduced updates when not visible
|
||||
- id: optimization-strategies
|
||||
title: Optimization Strategies
|
||||
sections:
|
||||
- id: object-pooling
|
||||
title: Object Pooling
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Bullets and projectiles
|
||||
- Particle effects
|
||||
- Enemy objects
|
||||
- UI elements
|
||||
- id: asset-optimization
|
||||
title: Asset Optimization
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Sprite atlases
|
||||
- Audio compression
|
||||
- Mipmaps for textures
|
||||
- id: rendering-optimization
|
||||
title: Rendering Optimization
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Use the 2D Renderer
|
||||
- Batching for sprites
|
||||
- Culling off-screen objects
|
||||
- id: optimization-files
|
||||
title: Files to Create
|
||||
type: bullet-list
|
||||
template: |
|
||||
- `Assets/Scripts/Core/ObjectPool.cs`
|
||||
|
||||
- id: game-configuration
|
||||
title: Game Configuration
|
||||
instruction: Define all configurable aspects of the game
|
||||
sections:
|
||||
- id: game-balance-configuration
|
||||
title: Game Balance Configuration
|
||||
instruction: Based on GDD, define configurable game parameters using ScriptableObjects
|
||||
type: code
|
||||
language: c#
|
||||
template: |
|
||||
// Assets/Scripts/Data/GameBalance.cs
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "GameBalance", menuName = "Game/Game Balance")]
|
||||
public class GameBalance : ScriptableObject
|
||||
{
|
||||
public PlayerStats playerStats;
|
||||
public EnemyStats enemyStats;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerStats
|
||||
{
|
||||
public float speed;
|
||||
public int maxHealth;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class EnemyStats
|
||||
{
|
||||
public float speed;
|
||||
public int maxHealth;
|
||||
public int damage;
|
||||
}
|
||||
|
||||
- id: development-guidelines
|
||||
title: Development Guidelines
|
||||
instruction: Provide coding standards specific to game development
|
||||
sections:
|
||||
- id: c#-standards
|
||||
title: C# Standards
|
||||
sections:
|
||||
- id: code-style
|
||||
title: Code Style
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Follow .NET coding conventions
|
||||
- Use namespaces to organize code
|
||||
- Write clean, readable, and maintainable code
|
||||
- id: unity-best-practices
|
||||
title: Unity Best Practices
|
||||
sections:
|
||||
- id: general-best-practices
|
||||
title: General Best Practices
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Use the `[SerializeField]` attribute to expose private fields in the Inspector
|
||||
- Avoid using `GameObject.Find()` in `Update()`
|
||||
- Cache component references in `Awake()` or `Start()`
|
||||
- id: component-design
|
||||
title: Component Design
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Follow the Single Responsibility Principle
|
||||
- Use events for communication between components
|
||||
- Use ScriptableObjects for data
|
||||
- id: scene-management-practices
|
||||
title: Scene Management
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Use a loading scene for asynchronous loading
|
||||
- Keep scenes small and focused
|
||||
- id: testing-strategy
|
||||
title: Testing Strategy
|
||||
sections:
|
||||
- id: unit-testing
|
||||
title: Unit Testing
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Use the Unity Test Framework (Edit Mode tests)
|
||||
- Test C# logic in isolation
|
||||
- id: integration-testing
|
||||
title: Integration Testing
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Use the Unity Test Framework (Play Mode tests)
|
||||
- Test the interaction between components and systems
|
||||
- id: test-files
|
||||
title: Files to Create
|
||||
type: bullet-list
|
||||
template: |
|
||||
- `Assets/Tests/EditMode/`
|
||||
- `Assets/Tests/PlayMode/`
|
||||
|
||||
- id: deployment-architecture
|
||||
title: Deployment Architecture
|
||||
instruction: Define how the game will be built and deployed
|
||||
sections:
|
||||
- id: build-process
|
||||
title: Build Process
|
||||
sections:
|
||||
- id: development-build
|
||||
title: Development Build
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Enable "Development Build" in Build Settings
|
||||
- Use the Profiler to analyze performance
|
||||
- id: production-build
|
||||
title: Production Build
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Disable "Development Build"
|
||||
- Use IL2CPP for better performance
|
||||
- Configure platform-specific settings
|
||||
- id: deployment-strategy
|
||||
title: Deployment Strategy
|
||||
sections:
|
||||
- id: platform-deployment
|
||||
title: Platform Deployment
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Configure player settings for each target platform
|
||||
- Use Unity Cloud Build for automated builds
|
||||
- Follow platform-specific guidelines for submission
|
||||
|
||||
- id: implementation-roadmap
|
||||
title: Implementation Roadmap
|
||||
instruction: Break down the architecture implementation into phases that align with the GDD development phases
|
||||
sections:
|
||||
- id: phase-1-foundation
|
||||
title: "Phase 1: Foundation ({{duration}})"
|
||||
sections:
|
||||
- id: phase-1-core
|
||||
title: Core Systems
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Project setup and configuration
|
||||
- Basic scene management
|
||||
- Asset loading pipeline
|
||||
- Input handling framework
|
||||
- id: phase-1-epics
|
||||
title: Story Epics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- "Engine Setup and Configuration"
|
||||
- "Basic Scene Management System"
|
||||
- "Asset Loading Foundation"
|
||||
- id: phase-2-game-systems
|
||||
title: "Phase 2: Game Systems ({{duration}})"
|
||||
sections:
|
||||
- id: phase-2-gameplay
|
||||
title: Gameplay Systems
|
||||
type: bullet-list
|
||||
template: |
|
||||
- {{primary_mechanic}} implementation
|
||||
- Physics and collision system
|
||||
- Game state management
|
||||
- UI framework
|
||||
- id: phase-2-epics
|
||||
title: Story Epics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- "{{primary_mechanic}} System Implementation"
|
||||
- "Physics and Collision Framework"
|
||||
- "Game State Management System"
|
||||
- id: phase-3-content-polish
|
||||
title: "Phase 3: Content & Polish ({{duration}})"
|
||||
sections:
|
||||
- id: phase-3-content
|
||||
title: Content Systems
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Level loading and management
|
||||
- Audio system integration
|
||||
- Performance optimization
|
||||
- Final polish and testing
|
||||
- id: phase-3-epics
|
||||
title: Story Epics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- "Level Management System"
|
||||
- "Audio Integration and Optimization"
|
||||
- "Performance Optimization and Testing"
|
||||
|
||||
- id: risk-assessment
|
||||
title: Risk Assessment
|
||||
instruction: Identify potential technical risks and mitigation strategies
|
||||
type: table
|
||||
template: |
|
||||
| Risk | Probability | Impact | Mitigation Strategy |
|
||||
| ---------------------------- | ----------- | ---------- | ------------------- |
|
||||
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
|
||||
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
|
||||
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
|
||||
|
||||
- id: success-criteria
|
||||
title: Success Criteria
|
||||
instruction: Define measurable technical success criteria
|
||||
sections:
|
||||
- id: technical-metrics
|
||||
title: Technical Metrics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- All systems implemented per specification
|
||||
- Performance targets met consistently
|
||||
- Zero critical bugs in core systems
|
||||
- Successful deployment across target platforms
|
||||
- id: code-quality
|
||||
title: Code Quality
|
||||
type: bullet-list
|
||||
template: |
|
||||
- 90%+ test coverage on game logic
|
||||
- Zero C# compiler errors or warnings
|
||||
- Consistent adherence to coding standards
|
||||
- Comprehensive documentation coverage
|
||||
@@ -0,0 +1,356 @@
|
||||
template:
|
||||
id: game-brief-template-v2
|
||||
name: Game Brief
|
||||
version: 2.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "docs/{{game_name}}-game-brief.md"
|
||||
title: "{{game_title}} Game Brief"
|
||||
|
||||
workflow:
|
||||
mode: interactive
|
||||
|
||||
sections:
|
||||
- id: initial-setup
|
||||
instruction: |
|
||||
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
|
||||
|
||||
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
|
||||
|
||||
- id: game-vision
|
||||
title: Game Vision
|
||||
instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
|
||||
sections:
|
||||
- id: core-concept
|
||||
title: Core Concept
|
||||
instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
|
||||
- id: elevator-pitch
|
||||
title: Elevator Pitch
|
||||
instruction: Single sentence that captures the essence of the game in a memorable way
|
||||
template: |
|
||||
**"{{game_description_in_one_sentence}}"**
|
||||
- id: vision-statement
|
||||
title: Vision Statement
|
||||
instruction: Inspirational statement about what the game will achieve for players and why it matters
|
||||
|
||||
- id: target-market
|
||||
title: Target Market
|
||||
instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
|
||||
sections:
|
||||
- id: primary-audience
|
||||
title: Primary Audience
|
||||
template: |
|
||||
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
|
||||
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
|
||||
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
|
||||
- id: secondary-audiences
|
||||
title: Secondary Audiences
|
||||
template: |
|
||||
**Audience 2:** {{description}}
|
||||
**Audience 3:** {{description}}
|
||||
- id: market-context
|
||||
title: Market Context
|
||||
template: |
|
||||
**Genre:** {{primary_genre}} / {{secondary_genre}}
|
||||
**Platform Strategy:** {{platform_focus}}
|
||||
**Competitive Positioning:** {{differentiation_statement}}
|
||||
|
||||
- id: game-fundamentals
|
||||
title: Game Fundamentals
|
||||
instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
|
||||
sections:
|
||||
- id: core-gameplay-pillars
|
||||
title: Core Gameplay Pillars
|
||||
instruction: 3-5 fundamental principles that guide all design decisions
|
||||
type: numbered-list
|
||||
template: |
|
||||
**{{pillar_name}}** - {{description_and_rationale}}
|
||||
- id: primary-mechanics
|
||||
title: Primary Mechanics
|
||||
instruction: List the 3-5 most important gameplay mechanics that define the player experience
|
||||
repeatable: true
|
||||
template: |
|
||||
**Core Mechanic: {{mechanic_name}}**
|
||||
|
||||
- **Description:** {{how_it_works}}
|
||||
- **Player Value:** {{why_its_fun}}
|
||||
- **Implementation Scope:** {{complexity_estimate}}
|
||||
- id: player-experience-goals
|
||||
title: Player Experience Goals
|
||||
instruction: Define what emotions and experiences the game should create for players
|
||||
template: |
|
||||
**Primary Experience:** {{main_emotional_goal}}
|
||||
**Secondary Experiences:** {{supporting_emotional_goals}}
|
||||
**Engagement Pattern:** {{how_player_engagement_evolves}}
|
||||
|
||||
- id: scope-constraints
|
||||
title: Scope and Constraints
|
||||
instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
|
||||
sections:
|
||||
- id: project-scope
|
||||
title: Project Scope
|
||||
template: |
|
||||
**Game Length:** {{estimated_content_hours}}
|
||||
**Content Volume:** {{levels_areas_content_amount}}
|
||||
**Feature Complexity:** {{simple|moderate|complex}}
|
||||
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
|
||||
- id: technical-constraints
|
||||
title: Technical Constraints
|
||||
template: |
|
||||
**Platform Requirements:**
|
||||
|
||||
- Primary: {{platform_1}} - {{requirements}}
|
||||
- Secondary: {{platform_2}} - {{requirements}}
|
||||
|
||||
**Technical Specifications:**
|
||||
|
||||
- Engine: Unity & C#
|
||||
- Performance Target: {{fps_target}} FPS on {{target_device}}
|
||||
- Memory Budget: <{{memory_limit}}MB
|
||||
- Load Time Goal: <{{load_time_seconds}}s
|
||||
- id: resource-constraints
|
||||
title: Resource Constraints
|
||||
template: |
|
||||
**Team Size:** {{team_composition}}
|
||||
**Timeline:** {{development_duration}}
|
||||
**Budget Considerations:** {{budget_constraints_or_targets}}
|
||||
**Asset Requirements:** {{art_audio_content_needs}}
|
||||
- id: business-constraints
|
||||
title: Business Constraints
|
||||
condition: has_business_goals
|
||||
template: |
|
||||
**Monetization Model:** {{free|premium|freemium|subscription}}
|
||||
**Revenue Goals:** {{revenue_targets_if_applicable}}
|
||||
**Platform Requirements:** {{store_certification_needs}}
|
||||
**Launch Timeline:** {{target_launch_window}}
|
||||
|
||||
- id: reference-framework
|
||||
title: Reference Framework
|
||||
instruction: Provide context through references and competitive analysis
|
||||
sections:
|
||||
- id: inspiration-games
|
||||
title: Inspiration Games
|
||||
sections:
|
||||
- id: primary-references
|
||||
title: Primary References
|
||||
type: numbered-list
|
||||
repeatable: true
|
||||
template: |
|
||||
**{{reference_game}}** - {{what_we_learn_from_it}}
|
||||
- id: competitive-analysis
|
||||
title: Competitive Analysis
|
||||
template: |
|
||||
**Direct Competitors:**
|
||||
|
||||
- {{competitor_1}}: {{strengths_and_weaknesses}}
|
||||
- {{competitor_2}}: {{strengths_and_weaknesses}}
|
||||
|
||||
**Differentiation Strategy:**
|
||||
{{how_we_differ_and_why_thats_valuable}}
|
||||
- id: market-opportunity
|
||||
title: Market Opportunity
|
||||
template: |
|
||||
**Market Gap:** {{underserved_need_or_opportunity}}
|
||||
**Timing Factors:** {{why_now_is_the_right_time}}
|
||||
**Success Metrics:** {{how_well_measure_success}}
|
||||
|
||||
- id: content-framework
|
||||
title: Content Framework
|
||||
instruction: Outline the content structure and progression without full design detail
|
||||
sections:
|
||||
- id: game-structure
|
||||
title: Game Structure
|
||||
template: |
|
||||
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
|
||||
**Progression Model:** {{how_players_advance}}
|
||||
**Session Structure:** {{typical_play_session_flow}}
|
||||
- id: content-categories
|
||||
title: Content Categories
|
||||
template: |
|
||||
**Core Content:**
|
||||
|
||||
- {{content_type_1}}: {{quantity_and_description}}
|
||||
- {{content_type_2}}: {{quantity_and_description}}
|
||||
|
||||
**Optional Content:**
|
||||
|
||||
- {{optional_content_type}}: {{quantity_and_description}}
|
||||
|
||||
**Replay Elements:**
|
||||
|
||||
- {{replayability_features}}
|
||||
- id: difficulty-accessibility
|
||||
title: Difficulty and Accessibility
|
||||
template: |
|
||||
**Difficulty Approach:** {{how_challenge_is_structured}}
|
||||
**Accessibility Features:** {{planned_accessibility_support}}
|
||||
**Skill Requirements:** {{what_skills_players_need}}
|
||||
|
||||
- id: art-audio-direction
|
||||
title: Art and Audio Direction
|
||||
instruction: Establish the aesthetic vision that will guide asset creation
|
||||
sections:
|
||||
- id: visual-style
|
||||
title: Visual Style
|
||||
template: |
|
||||
**Art Direction:** {{style_description}}
|
||||
**Reference Materials:** {{visual_inspiration_sources}}
|
||||
**Technical Approach:** {{2d_style_pixel_vector_etc}}
|
||||
**Color Strategy:** {{color_palette_mood}}
|
||||
- id: audio-direction
|
||||
title: Audio Direction
|
||||
template: |
|
||||
**Music Style:** {{genre_and_mood}}
|
||||
**Sound Design:** {{audio_personality}}
|
||||
**Implementation Needs:** {{technical_audio_requirements}}
|
||||
- id: ui-ux-approach
|
||||
title: UI/UX Approach
|
||||
template: |
|
||||
**Interface Style:** {{ui_aesthetic}}
|
||||
**User Experience Goals:** {{ux_priorities}}
|
||||
**Platform Adaptations:** {{cross_platform_considerations}}
|
||||
|
||||
- id: risk-assessment
|
||||
title: Risk Assessment
|
||||
instruction: Identify potential challenges and mitigation strategies
|
||||
sections:
|
||||
- id: technical-risks
|
||||
title: Technical Risks
|
||||
type: table
|
||||
template: |
|
||||
| Risk | Probability | Impact | Mitigation Strategy |
|
||||
| ---- | ----------- | ------ | ------------------- |
|
||||
| {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
|
||||
- id: design-risks
|
||||
title: Design Risks
|
||||
type: table
|
||||
template: |
|
||||
| Risk | Probability | Impact | Mitigation Strategy |
|
||||
| ---- | ----------- | ------ | ------------------- |
|
||||
| {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
|
||||
- id: market-risks
|
||||
title: Market Risks
|
||||
type: table
|
||||
template: |
|
||||
| Risk | Probability | Impact | Mitigation Strategy |
|
||||
| ---- | ----------- | ------ | ------------------- |
|
||||
| {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
|
||||
|
||||
- id: success-criteria
|
||||
title: Success Criteria
|
||||
instruction: Define measurable goals for the project
|
||||
sections:
|
||||
- id: player-experience-metrics
|
||||
title: Player Experience Metrics
|
||||
template: |
|
||||
**Engagement Goals:**
|
||||
|
||||
- Tutorial completion rate: >{{percentage}}%
|
||||
- Average session length: {{duration}} minutes
|
||||
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
|
||||
|
||||
**Quality Benchmarks:**
|
||||
|
||||
- Player satisfaction: >{{rating}}/10
|
||||
- Completion rate: >{{percentage}}%
|
||||
- Technical performance: {{fps_target}} FPS consistent
|
||||
- id: development-metrics
|
||||
title: Development Metrics
|
||||
template: |
|
||||
**Technical Targets:**
|
||||
|
||||
- Zero critical bugs at launch
|
||||
- Performance targets met on all platforms
|
||||
- Load times under {{seconds}}s
|
||||
|
||||
**Process Goals:**
|
||||
|
||||
- Development timeline adherence
|
||||
- Feature scope completion
|
||||
- Quality assurance standards
|
||||
- id: business-metrics
|
||||
title: Business Metrics
|
||||
condition: has_business_goals
|
||||
template: |
|
||||
**Commercial Goals:**
|
||||
|
||||
- {{revenue_target}} in first {{time_period}}
|
||||
- {{user_acquisition_target}} players in first {{time_period}}
|
||||
- {{retention_target}} monthly active users
|
||||
|
||||
- id: next-steps
|
||||
title: Next Steps
|
||||
instruction: Define immediate actions following the brief completion
|
||||
sections:
|
||||
- id: immediate-actions
|
||||
title: Immediate Actions
|
||||
type: numbered-list
|
||||
template: |
|
||||
**{{action_item}}** - {{details_and_timeline}}
|
||||
- id: development-roadmap
|
||||
title: Development Roadmap
|
||||
sections:
|
||||
- id: phase-1-preproduction
|
||||
title: "Phase 1: Pre-Production ({{duration}})"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Detailed Game Design Document creation
|
||||
- Technical architecture planning
|
||||
- Art style exploration and pipeline setup
|
||||
- id: phase-2-prototype
|
||||
title: "Phase 2: Prototype ({{duration}})"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Core mechanic implementation
|
||||
- Technical proof of concept
|
||||
- Initial playtesting and iteration
|
||||
- id: phase-3-production
|
||||
title: "Phase 3: Production ({{duration}})"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Full feature development
|
||||
- Content creation and integration
|
||||
- Comprehensive testing and optimization
|
||||
- id: documentation-pipeline
|
||||
title: Documentation Pipeline
|
||||
sections:
|
||||
- id: required-documents
|
||||
title: Required Documents
|
||||
type: numbered-list
|
||||
template: |
|
||||
Game Design Document (GDD) - {{target_completion}}
|
||||
Technical Architecture Document - {{target_completion}}
|
||||
Art Style Guide - {{target_completion}}
|
||||
Production Plan - {{target_completion}}
|
||||
- id: validation-plan
|
||||
title: Validation Plan
|
||||
template: |
|
||||
**Concept Testing:**
|
||||
|
||||
- {{validation_method_1}} - {{timeline}}
|
||||
- {{validation_method_2}} - {{timeline}}
|
||||
|
||||
**Prototype Testing:**
|
||||
|
||||
- {{testing_approach}} - {{timeline}}
|
||||
- {{feedback_collection_method}} - {{timeline}}
|
||||
|
||||
- id: appendices
|
||||
title: Appendices
|
||||
sections:
|
||||
- id: research-materials
|
||||
title: Research Materials
|
||||
instruction: Include any supporting research, competitive analysis, or market data that informed the brief
|
||||
- id: brainstorming-notes
|
||||
title: Brainstorming Session Notes
|
||||
instruction: Reference any brainstorming sessions that led to this brief
|
||||
- id: stakeholder-input
|
||||
title: Stakeholder Input
|
||||
instruction: Include key input from stakeholders that shaped the vision
|
||||
- id: change-log
|
||||
title: Change Log
|
||||
instruction: Track document versions and changes
|
||||
type: table
|
||||
template: |
|
||||
| Date | Version | Description | Author |
|
||||
| :--- | :------ | :---------- | :----- |
|
||||
@@ -0,0 +1,343 @@
|
||||
template:
|
||||
id: game-design-doc-template-v2
|
||||
name: Game Design Document (GDD)
|
||||
version: 2.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "docs/{{game_name}}-game-design-document.md"
|
||||
title: "{{game_title}} Game Design Document (GDD)"
|
||||
|
||||
workflow:
|
||||
mode: interactive
|
||||
|
||||
sections:
|
||||
- id: initial-setup
|
||||
instruction: |
|
||||
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
|
||||
|
||||
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
|
||||
|
||||
- id: executive-summary
|
||||
title: Executive Summary
|
||||
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
|
||||
sections:
|
||||
- id: core-concept
|
||||
title: Core Concept
|
||||
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
|
||||
- id: target-audience
|
||||
title: Target Audience
|
||||
instruction: Define the primary and secondary audience with demographics and gaming preferences
|
||||
template: |
|
||||
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
|
||||
**Secondary:** {{secondary_audience}}
|
||||
- id: platform-technical
|
||||
title: Platform & Technical Requirements
|
||||
instruction: Based on the technical preferences or user input, define the target platforms
|
||||
template: |
|
||||
**Primary Platform:** {{platform}}
|
||||
**Engine:** Unity & C#
|
||||
**Performance Target:** Stable FPS on {{minimum_device}}
|
||||
**Screen Support:** {{resolution_range}}
|
||||
- id: unique-selling-points
|
||||
title: Unique Selling Points
|
||||
instruction: List 3-5 key features that differentiate this game from competitors
|
||||
type: numbered-list
|
||||
template: "{{usp}}"
|
||||
|
||||
- id: core-gameplay
|
||||
title: Core Gameplay
|
||||
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
|
||||
sections:
|
||||
- id: game-pillars
|
||||
title: Game Pillars
|
||||
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
|
||||
type: numbered-list
|
||||
template: |
|
||||
**{{pillar_name}}** - {{description}}
|
||||
- id: core-gameplay-loop
|
||||
title: Core Gameplay Loop
|
||||
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
|
||||
template: |
|
||||
**Primary Loop ({{duration}} seconds):**
|
||||
|
||||
1. {{action_1}} ({{time_1}}s)
|
||||
2. {{action_2}} ({{time_2}}s)
|
||||
3. {{action_3}} ({{time_3}}s)
|
||||
4. {{reward_feedback}} ({{time_4}}s)
|
||||
- id: win-loss-conditions
|
||||
title: Win/Loss Conditions
|
||||
instruction: Clearly define success and failure states
|
||||
template: |
|
||||
**Victory Conditions:**
|
||||
|
||||
- {{win_condition_1}}
|
||||
- {{win_condition_2}}
|
||||
|
||||
**Failure States:**
|
||||
|
||||
- {{loss_condition_1}}
|
||||
- {{loss_condition_2}}
|
||||
|
||||
- id: game-mechanics
|
||||
title: Game Mechanics
|
||||
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
|
||||
sections:
|
||||
- id: primary-mechanics
|
||||
title: Primary Mechanics
|
||||
repeatable: true
|
||||
sections:
|
||||
- id: mechanic
|
||||
title: "{{mechanic_name}}"
|
||||
template: |
|
||||
**Description:** {{detailed_description}}
|
||||
|
||||
**Player Input:** {{input_method}}
|
||||
|
||||
**System Response:** {{game_response}}
|
||||
|
||||
**Implementation Notes:**
|
||||
|
||||
- {{tech_requirement_1}}
|
||||
- {{tech_requirement_2}}
|
||||
- {{performance_consideration}}
|
||||
|
||||
**Dependencies:** {{other_mechanics_needed}}
|
||||
- id: controls
|
||||
title: Controls
|
||||
instruction: Define all input methods for different platforms
|
||||
type: table
|
||||
template: |
|
||||
| Action | Desktop | Mobile | Gamepad |
|
||||
| ------ | ------- | ------ | ------- |
|
||||
| {{action}} | {{key}} | {{gesture}} | {{button}} |
|
||||
|
||||
- id: progression-balance
|
||||
title: Progression & Balance
|
||||
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
|
||||
sections:
|
||||
- id: player-progression
|
||||
title: Player Progression
|
||||
template: |
|
||||
**Progression Type:** {{linear|branching|metroidvania}}
|
||||
|
||||
**Key Milestones:**
|
||||
|
||||
1. **{{milestone_1}}** - {{unlock_description}}
|
||||
2. **{{milestone_2}}** - {{unlock_description}}
|
||||
3. **{{milestone_3}}** - {{unlock_description}}
|
||||
- id: difficulty-curve
|
||||
title: Difficulty Curve
|
||||
instruction: Provide specific parameters for balancing
|
||||
template: |
|
||||
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
|
||||
**Early Game:** {{duration}} - {{difficulty_description}}
|
||||
**Mid Game:** {{duration}} - {{difficulty_description}}
|
||||
**Late Game:** {{duration}} - {{difficulty_description}}
|
||||
- id: economy-resources
|
||||
title: Economy & Resources
|
||||
condition: has_economy
|
||||
instruction: Define any in-game currencies, resources, or collectibles
|
||||
type: table
|
||||
template: |
|
||||
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
|
||||
| -------- | --------- | ---------- | ------- | --- |
|
||||
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
|
||||
|
||||
- id: level-design-framework
|
||||
title: Level Design Framework
|
||||
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
|
||||
sections:
|
||||
- id: level-types
|
||||
title: Level Types
|
||||
repeatable: true
|
||||
sections:
|
||||
- id: level-type
|
||||
title: "{{level_type_name}}"
|
||||
template: |
|
||||
**Purpose:** {{gameplay_purpose}}
|
||||
**Duration:** {{target_time}}
|
||||
**Key Elements:** {{required_mechanics}}
|
||||
**Difficulty:** {{relative_difficulty}}
|
||||
|
||||
**Structure Template:**
|
||||
|
||||
- Introduction: {{intro_description}}
|
||||
- Challenge: {{main_challenge}}
|
||||
- Resolution: {{completion_requirement}}
|
||||
- id: level-progression
|
||||
title: Level Progression
|
||||
template: |
|
||||
**World Structure:** {{linear|hub|open}}
|
||||
**Total Levels:** {{number}}
|
||||
**Unlock Pattern:** {{progression_method}}
|
||||
|
||||
- id: technical-specifications
|
||||
title: Technical Specifications
|
||||
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
|
||||
sections:
|
||||
- id: performance-requirements
|
||||
title: Performance Requirements
|
||||
template: |
|
||||
**Frame Rate:** Stable FPS (minimum 30 FPS on low-end devices)
|
||||
**Memory Usage:** <{{memory_limit}}MB
|
||||
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
|
||||
**Battery Usage:** Optimized for mobile devices
|
||||
- id: platform-specific
|
||||
title: Platform Specific
|
||||
template: |
|
||||
**Desktop:**
|
||||
|
||||
- Resolution: {{min_resolution}} - {{max_resolution}}
|
||||
- Input: Keyboard, Mouse, Gamepad
|
||||
- Browser: Chrome 80+, Firefox 75+, Safari 13+
|
||||
|
||||
**Mobile:**
|
||||
|
||||
- Resolution: {{mobile_min}} - {{mobile_max}}
|
||||
- Input: Touch, Tilt (optional)
|
||||
- OS: iOS 13+, Android 8+
|
||||
- id: asset-requirements
|
||||
title: Asset Requirements
|
||||
instruction: Define asset specifications for the art and audio teams
|
||||
template: |
|
||||
**Visual Assets:**
|
||||
|
||||
- Art Style: {{style_description}}
|
||||
- Color Palette: {{color_specification}}
|
||||
- Animation: {{animation_requirements}}
|
||||
- UI Resolution: {{ui_specs}}
|
||||
|
||||
**Audio Assets:**
|
||||
|
||||
- Music Style: {{music_genre}}
|
||||
- Sound Effects: {{sfx_requirements}}
|
||||
- Voice Acting: {{voice_needs}}
|
||||
|
||||
- id: technical-architecture-requirements
|
||||
title: Technical Architecture Requirements
|
||||
instruction: Define high-level technical requirements that the game architecture must support
|
||||
sections:
|
||||
- id: engine-configuration
|
||||
title: Engine Configuration
|
||||
template: |
|
||||
**Unity Setup:**
|
||||
|
||||
- C#: Latest stable version
|
||||
- Physics: 2D Physics
|
||||
- Renderer: 2D Renderer (URP)
|
||||
- Input System: New Input System
|
||||
- id: code-architecture
|
||||
title: Code Architecture
|
||||
template: |
|
||||
**Required Systems:**
|
||||
|
||||
- Scene Management
|
||||
- State Management
|
||||
- Asset Loading
|
||||
- Save/Load System
|
||||
- Input Management
|
||||
- Audio System
|
||||
- Performance Monitoring
|
||||
- id: data-management
|
||||
title: Data Management
|
||||
template: |
|
||||
**Save Data:**
|
||||
|
||||
- Progress tracking
|
||||
- Settings persistence
|
||||
- Statistics collection
|
||||
- {{additional_data}}
|
||||
|
||||
- id: development-phases
|
||||
title: Development Phases
|
||||
instruction: Break down the development into phases that can be converted to epics
|
||||
sections:
|
||||
- id: phase-1-core-systems
|
||||
title: "Phase 1: Core Systems ({{duration}})"
|
||||
sections:
|
||||
- id: foundation-epic
|
||||
title: "Epic: Foundation"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Engine setup and configuration
|
||||
- Basic scene management
|
||||
- Core input handling
|
||||
- Asset loading pipeline
|
||||
- id: core-mechanics-epic
|
||||
title: "Epic: Core Mechanics"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- {{primary_mechanic}} implementation
|
||||
- Basic physics and collision
|
||||
- Player controller
|
||||
- id: phase-2-gameplay-features
|
||||
title: "Phase 2: Gameplay Features ({{duration}})"
|
||||
sections:
|
||||
- id: game-systems-epic
|
||||
title: "Epic: Game Systems"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- {{mechanic_2}} implementation
|
||||
- {{mechanic_3}} implementation
|
||||
- Game state management
|
||||
- id: content-creation-epic
|
||||
title: "Epic: Content Creation"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Level loading system
|
||||
- First playable levels
|
||||
- Basic UI implementation
|
||||
- id: phase-3-polish-optimization
|
||||
title: "Phase 3: Polish & Optimization ({{duration}})"
|
||||
sections:
|
||||
- id: performance-epic
|
||||
title: "Epic: Performance"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Optimization and profiling
|
||||
- Mobile platform testing
|
||||
- Memory management
|
||||
- id: user-experience-epic
|
||||
title: "Epic: User Experience"
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Audio implementation
|
||||
- Visual effects and polish
|
||||
- Final UI/UX refinement
|
||||
|
||||
- id: success-metrics
|
||||
title: Success Metrics
|
||||
instruction: Define measurable goals for the game
|
||||
sections:
|
||||
- id: technical-metrics
|
||||
title: Technical Metrics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Frame rate: {{fps_target}}
|
||||
- Load time: {{load_target}}
|
||||
- Crash rate: <{{crash_threshold}}%
|
||||
- Memory usage: <{{memory_target}}MB
|
||||
- id: gameplay-metrics
|
||||
title: Gameplay Metrics
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Tutorial completion: {{completion_rate}}%
|
||||
- Average session: {{session_length}} minutes
|
||||
- Level completion: {{level_completion}}%
|
||||
- Player retention: D1 {{d1}}%, D7 {{d7}}%
|
||||
|
||||
- id: appendices
|
||||
title: Appendices
|
||||
sections:
|
||||
- id: change-log
|
||||
title: Change Log
|
||||
instruction: Track document versions and changes
|
||||
type: table
|
||||
template: |
|
||||
| Date | Version | Description | Author |
|
||||
| :--- | :------ | :---------- | :----- |
|
||||
- id: references
|
||||
title: References
|
||||
instruction: List any competitive analysis, inspiration, or research sources
|
||||
type: bullet-list
|
||||
template: "{{reference}}"
|
||||
@@ -0,0 +1,256 @@
|
||||
template:
|
||||
id: game-story-template-v2
|
||||
name: Game Development Story
|
||||
version: 2.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
|
||||
title: "Story: {{story_title}}"
|
||||
|
||||
workflow:
|
||||
mode: interactive
|
||||
|
||||
sections:
|
||||
- id: initial-setup
|
||||
instruction: |
|
||||
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
|
||||
|
||||
Before starting, ensure you have access to:
|
||||
|
||||
- Game Design Document (GDD)
|
||||
- Game Architecture Document
|
||||
- Any existing stories in this epic
|
||||
|
||||
The story should be specific enough that a developer can implement it without requiring additional design decisions.
|
||||
|
||||
- id: story-header
|
||||
content: |
|
||||
**Epic:** {{epic_name}}
|
||||
**Story ID:** {{story_id}}
|
||||
**Priority:** {{High|Medium|Low}}
|
||||
**Points:** {{story_points}}
|
||||
**Status:** Draft
|
||||
|
||||
- id: description
|
||||
title: Description
|
||||
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
|
||||
template: "{{clear_description_of_what_needs_to_be_implemented}}"
|
||||
|
||||
- id: acceptance-criteria
|
||||
title: Acceptance Criteria
|
||||
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
|
||||
sections:
|
||||
- id: functional-requirements
|
||||
title: Functional Requirements
|
||||
type: checklist
|
||||
items:
|
||||
- "{{specific_functional_requirement}}"
|
||||
- id: technical-requirements
|
||||
title: Technical Requirements
|
||||
type: checklist
|
||||
items:
|
||||
- "Code follows C# best practices"
|
||||
- "Maintains stable frame rate on target devices"
|
||||
- "No memory leaks or performance degradation"
|
||||
- "{{specific_technical_requirement}}"
|
||||
- id: game-design-requirements
|
||||
title: Game Design Requirements
|
||||
type: checklist
|
||||
items:
|
||||
- "{{gameplay_requirement_from_gdd}}"
|
||||
- "{{balance_requirement_if_applicable}}"
|
||||
- "{{player_experience_requirement}}"
|
||||
|
||||
- id: technical-specifications
|
||||
title: Technical Specifications
|
||||
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
|
||||
sections:
|
||||
- id: files-to-modify
|
||||
title: Files to Create/Modify
|
||||
template: |
|
||||
**New Files:**
|
||||
|
||||
- `{{file_path_1}}` - {{purpose}}
|
||||
- `{{file_path_2}}` - {{purpose}}
|
||||
|
||||
**Modified Files:**
|
||||
|
||||
- `{{existing_file_1}}` - {{changes_needed}}
|
||||
- `{{existing_file_2}}` - {{changes_needed}}
|
||||
- id: class-interface-definitions
|
||||
title: Class/Interface Definitions
|
||||
instruction: Define specific C# interfaces and class structures needed
|
||||
type: code
|
||||
language: c#
|
||||
template: |
|
||||
// {{interface_name}}
|
||||
public interface {{InterfaceName}}
|
||||
{
|
||||
{{type}} {{Property1}} { get; set; }
|
||||
{{return_type}} {{Method1}}({{params}});
|
||||
}
|
||||
|
||||
// {{class_name}}
|
||||
public class {{ClassName}} : MonoBehaviour
|
||||
{
|
||||
private {{type}} _{{property}};
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Implementation requirements
|
||||
}
|
||||
|
||||
public {{return_type}} {{Method1}}({{params}})
|
||||
{
|
||||
// Method requirements
|
||||
}
|
||||
}
|
||||
- id: integration-points
|
||||
title: Integration Points
|
||||
instruction: Specify how this feature integrates with existing systems
|
||||
template: |
|
||||
**Scene Integration:**
|
||||
|
||||
- {{scene_name}}: {{integration_details}}
|
||||
|
||||
**Component Dependencies:**
|
||||
|
||||
- {{component_name}}: {{dependency_description}}
|
||||
|
||||
**Event Communication:**
|
||||
|
||||
- Emits: `{{event_name}}` when {{condition}}
|
||||
- Listens: `{{event_name}}` to {{response}}
|
||||
|
||||
- id: implementation-tasks
|
||||
title: Implementation Tasks
|
||||
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
|
||||
sections:
|
||||
- id: dev-agent-record
|
||||
title: Dev Agent Record
|
||||
template: |
|
||||
**Tasks:**
|
||||
|
||||
- [ ] {{task_1_description}}
|
||||
- [ ] {{task_2_description}}
|
||||
- [ ] {{task_3_description}}
|
||||
- [ ] {{task_4_description}}
|
||||
- [ ] Write unit tests for {{component}}
|
||||
- [ ] Integration testing with {{related_system}}
|
||||
- [ ] Performance testing and optimization
|
||||
|
||||
**Debug Log:**
|
||||
| Task | File | Change | Reverted? |
|
||||
|------|------|--------|-----------|
|
||||
| | | | |
|
||||
|
||||
**Completion Notes:**
|
||||
|
||||
<!-- Only note deviations from requirements, keep under 50 words -->
|
||||
|
||||
**Change Log:**
|
||||
|
||||
<!-- Only requirement changes during implementation -->
|
||||
|
||||
- id: game-design-context
|
||||
title: Game Design Context
|
||||
instruction: Reference the specific sections of the GDD that this story implements
|
||||
template: |
|
||||
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
|
||||
|
||||
**Game Mechanic:** {{mechanic_name}}
|
||||
|
||||
**Player Experience Goal:** {{experience_description}}
|
||||
|
||||
**Balance Parameters:**
|
||||
|
||||
- {{parameter_1}}: {{value_or_range}}
|
||||
- {{parameter_2}}: {{value_or_range}}
|
||||
|
||||
- id: testing-requirements
|
||||
title: Testing Requirements
|
||||
instruction: Define specific testing criteria for this game feature
|
||||
sections:
|
||||
- id: unit-tests
|
||||
title: Unit Tests
|
||||
template: |
|
||||
**Test Files:**
|
||||
|
||||
- `Assets/Tests/EditMode/{{component_name}}Tests.cs`
|
||||
|
||||
**Test Scenarios:**
|
||||
|
||||
- {{test_scenario_1}}
|
||||
- {{test_scenario_2}}
|
||||
- {{edge_case_test}}
|
||||
- id: game-testing
|
||||
title: Game Testing
|
||||
template: |
|
||||
**Manual Test Cases:**
|
||||
|
||||
1. {{test_case_1_description}}
|
||||
|
||||
- Expected: {{expected_behavior}}
|
||||
- Performance: {{performance_expectation}}
|
||||
|
||||
2. {{test_case_2_description}}
|
||||
- Expected: {{expected_behavior}}
|
||||
- Edge Case: {{edge_case_handling}}
|
||||
- id: performance-tests
|
||||
title: Performance Tests
|
||||
template: |
|
||||
**Metrics to Verify:**
|
||||
|
||||
- Frame rate maintains stable FPS
|
||||
- Memory usage stays under {{memory_limit}}MB
|
||||
- {{feature_specific_performance_metric}}
|
||||
|
||||
- id: dependencies
|
||||
title: Dependencies
|
||||
instruction: List any dependencies that must be completed before this story can be implemented
|
||||
template: |
|
||||
**Story Dependencies:**
|
||||
|
||||
- {{story_id}}: {{dependency_description}}
|
||||
|
||||
**Technical Dependencies:**
|
||||
|
||||
- {{system_or_file}}: {{requirement}}
|
||||
|
||||
**Asset Dependencies:**
|
||||
|
||||
- {{asset_type}}: {{asset_description}}
|
||||
- Location: `{{asset_path}}`
|
||||
|
||||
- id: definition-of-done
|
||||
title: Definition of Done
|
||||
instruction: Checklist that must be completed before the story is considered finished
|
||||
type: checklist
|
||||
items:
|
||||
- "All acceptance criteria met"
|
||||
- "Code reviewed and approved"
|
||||
- "Unit tests written and passing"
|
||||
- "Integration tests passing"
|
||||
- "Performance targets met"
|
||||
- "No C# compiler errors or warnings"
|
||||
- "Documentation updated"
|
||||
- "{{game_specific_dod_item}}"
|
||||
|
||||
- id: notes
|
||||
title: Notes
|
||||
instruction: Any additional context, design decisions, or implementation notes
|
||||
template: |
|
||||
**Implementation Notes:**
|
||||
|
||||
- {{note_1}}
|
||||
- {{note_2}}
|
||||
|
||||
**Design Decisions:**
|
||||
|
||||
- {{decision_1}}: {{rationale}}
|
||||
- {{decision_2}}: {{rationale}}
|
||||
|
||||
**Future Considerations:**
|
||||
|
||||
- {{future_enhancement_1}}
|
||||
- {{future_optimization_1}}
|
||||
@@ -0,0 +1,484 @@
|
||||
template:
|
||||
id: level-design-doc-template-v2
|
||||
name: Level Design Document
|
||||
version: 2.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "docs/{{game_name}}-level-design-document.md"
|
||||
title: "{{game_title}} Level Design Document"
|
||||
|
||||
workflow:
|
||||
mode: interactive
|
||||
|
||||
sections:
|
||||
- id: initial-setup
|
||||
instruction: |
|
||||
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
|
||||
|
||||
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
|
||||
|
||||
- id: introduction
|
||||
title: Introduction
|
||||
instruction: Establish the purpose and scope of level design for this game
|
||||
content: |
|
||||
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
|
||||
|
||||
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
|
||||
sections:
|
||||
- id: change-log
|
||||
title: Change Log
|
||||
instruction: Track document versions and changes
|
||||
type: table
|
||||
template: |
|
||||
| Date | Version | Description | Author |
|
||||
| :--- | :------ | :---------- | :----- |
|
||||
|
||||
- id: level-design-philosophy
|
||||
title: Level Design Philosophy
|
||||
instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
|
||||
sections:
|
||||
- id: design-principles
|
||||
title: Design Principles
|
||||
instruction: Define 3-5 core principles that guide all level design decisions
|
||||
type: numbered-list
|
||||
template: |
|
||||
**{{principle_name}}** - {{description}}
|
||||
- id: player-experience-goals
|
||||
title: Player Experience Goals
|
||||
instruction: Define what players should feel and learn in each level category
|
||||
template: |
|
||||
**Tutorial Levels:** {{experience_description}}
|
||||
**Standard Levels:** {{experience_description}}
|
||||
**Challenge Levels:** {{experience_description}}
|
||||
**Boss Levels:** {{experience_description}}
|
||||
- id: level-flow-framework
|
||||
title: Level Flow Framework
|
||||
instruction: Define the standard structure for level progression
|
||||
template: |
|
||||
**Introduction Phase:** {{duration}} - {{purpose}}
|
||||
**Development Phase:** {{duration}} - {{purpose}}
|
||||
**Climax Phase:** {{duration}} - {{purpose}}
|
||||
**Resolution Phase:** {{duration}} - {{purpose}}
|
||||
|
||||
- id: level-categories
|
||||
title: Level Categories
|
||||
instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
|
||||
repeatable: true
|
||||
sections:
|
||||
- id: level-category
|
||||
title: "{{category_name}} Levels"
|
||||
template: |
|
||||
**Purpose:** {{gameplay_purpose}}
|
||||
|
||||
**Target Duration:** {{min_time}} - {{max_time}} minutes
|
||||
|
||||
**Difficulty Range:** {{difficulty_scale}}
|
||||
|
||||
**Key Mechanics Featured:**
|
||||
|
||||
- {{mechanic_1}} - {{usage_description}}
|
||||
- {{mechanic_2}} - {{usage_description}}
|
||||
|
||||
**Player Objectives:**
|
||||
|
||||
- Primary: {{primary_objective}}
|
||||
- Secondary: {{secondary_objective}}
|
||||
- Hidden: {{secret_objective}}
|
||||
|
||||
**Success Criteria:**
|
||||
|
||||
- {{completion_requirement_1}}
|
||||
- {{completion_requirement_2}}
|
||||
|
||||
**Technical Requirements:**
|
||||
|
||||
- Maximum entities: {{entity_limit}}
|
||||
- Performance target: {{fps_target}} FPS
|
||||
- Memory budget: {{memory_limit}}MB
|
||||
- Asset requirements: {{asset_needs}}
|
||||
|
||||
- id: level-progression-system
|
||||
title: Level Progression System
|
||||
instruction: Define how players move through levels and how difficulty scales
|
||||
sections:
|
||||
- id: world-structure
|
||||
title: World Structure
|
||||
instruction: Based on GDD requirements, define the overall level organization
|
||||
template: |
|
||||
**Organization Type:** {{linear|hub_world|open_world}}
|
||||
|
||||
**Total Level Count:** {{number}}
|
||||
|
||||
**World Breakdown:**
|
||||
|
||||
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
|
||||
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
|
||||
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
|
||||
- id: difficulty-progression
|
||||
title: Difficulty Progression
|
||||
instruction: Define how challenge increases across the game
|
||||
sections:
|
||||
- id: progression-curve
|
||||
title: Progression Curve
|
||||
type: code
|
||||
language: text
|
||||
template: |
|
||||
Difficulty
|
||||
^ ___/```
|
||||
| /
|
||||
| / ___/```
|
||||
| / /
|
||||
| / /
|
||||
|/ /
|
||||
+-----------> Level Number
|
||||
Tutorial Early Mid Late
|
||||
- id: scaling-parameters
|
||||
title: Scaling Parameters
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Enemy count: {{start_count}} → {{end_count}}
|
||||
- Enemy difficulty: {{start_diff}} → {{end_diff}}
|
||||
- Level complexity: {{start_complex}} → {{end_complex}}
|
||||
- Time pressure: {{start_time}} → {{end_time}}
|
||||
- id: unlock-requirements
|
||||
title: Unlock Requirements
|
||||
instruction: Define how players access new levels
|
||||
template: |
|
||||
**Progression Gates:**
|
||||
|
||||
- Linear progression: Complete previous level
|
||||
- Star requirements: {{star_count}} stars to unlock
|
||||
- Skill gates: Demonstrate {{skill_requirement}}
|
||||
- Optional content: {{unlock_condition}}
|
||||
|
||||
- id: level-design-components
|
||||
title: Level Design Components
|
||||
instruction: Define the building blocks used to create levels
|
||||
sections:
|
||||
- id: environmental-elements
|
||||
title: Environmental Elements
|
||||
instruction: Define all environmental components that can be used in levels
|
||||
template: |
|
||||
**Terrain Types:**
|
||||
|
||||
- {{terrain_1}}: {{properties_and_usage}}
|
||||
- {{terrain_2}}: {{properties_and_usage}}
|
||||
|
||||
**Interactive Objects:**
|
||||
|
||||
- {{object_1}}: {{behavior_and_purpose}}
|
||||
- {{object_2}}: {{behavior_and_purpose}}
|
||||
|
||||
**Hazards and Obstacles:**
|
||||
|
||||
- {{hazard_1}}: {{damage_and_behavior}}
|
||||
- {{hazard_2}}: {{damage_and_behavior}}
|
||||
- id: collectibles-rewards
|
||||
title: Collectibles and Rewards
|
||||
instruction: Define all collectible items and their placement rules
|
||||
template: |
|
||||
**Collectible Types:**
|
||||
|
||||
- {{collectible_1}}: {{value_and_purpose}}
|
||||
- {{collectible_2}}: {{value_and_purpose}}
|
||||
|
||||
**Placement Guidelines:**
|
||||
|
||||
- Mandatory collectibles: {{placement_rules}}
|
||||
- Optional collectibles: {{placement_rules}}
|
||||
- Secret collectibles: {{placement_rules}}
|
||||
|
||||
**Reward Distribution:**
|
||||
|
||||
- Easy to find: {{percentage}}%
|
||||
- Moderate challenge: {{percentage}}%
|
||||
- High skill required: {{percentage}}%
|
||||
- id: enemy-placement-framework
|
||||
title: Enemy Placement Framework
|
||||
instruction: Define how enemies should be placed and balanced in levels
|
||||
template: |
|
||||
**Enemy Categories:**
|
||||
|
||||
- {{enemy_type_1}}: {{behavior_and_usage}}
|
||||
- {{enemy_type_2}}: {{behavior_and_usage}}
|
||||
|
||||
**Placement Principles:**
|
||||
|
||||
- Introduction encounters: {{guideline}}
|
||||
- Standard encounters: {{guideline}}
|
||||
- Challenge encounters: {{guideline}}
|
||||
|
||||
**Difficulty Scaling:**
|
||||
|
||||
- Enemy count progression: {{scaling_rule}}
|
||||
- Enemy type introduction: {{pacing_rule}}
|
||||
- Encounter complexity: {{complexity_rule}}
|
||||
|
||||
- id: level-creation-guidelines
|
||||
title: Level Creation Guidelines
|
||||
instruction: Provide specific guidelines for creating individual levels
|
||||
sections:
|
||||
- id: level-layout-principles
|
||||
title: Level Layout Principles
|
||||
template: |
|
||||
**Spatial Design:**
|
||||
|
||||
- Grid size: {{grid_dimensions}}
|
||||
- Minimum path width: {{width_units}}
|
||||
- Maximum vertical distance: {{height_units}}
|
||||
- Safe zones placement: {{safety_guidelines}}
|
||||
|
||||
**Navigation Design:**
|
||||
|
||||
- Clear path indication: {{visual_cues}}
|
||||
- Landmark placement: {{landmark_rules}}
|
||||
- Dead end avoidance: {{dead_end_policy}}
|
||||
- Multiple path options: {{branching_rules}}
|
||||
- id: pacing-and-flow
|
||||
title: Pacing and Flow
|
||||
instruction: Define how to control the rhythm and pace of gameplay within levels
|
||||
template: |
|
||||
**Action Sequences:**
|
||||
|
||||
- High intensity duration: {{max_duration}}
|
||||
- Rest period requirement: {{min_rest_time}}
|
||||
- Intensity variation: {{pacing_pattern}}
|
||||
|
||||
**Learning Sequences:**
|
||||
|
||||
- New mechanic introduction: {{teaching_method}}
|
||||
- Practice opportunity: {{practice_duration}}
|
||||
- Skill application: {{application_context}}
|
||||
- id: challenge-design
|
||||
title: Challenge Design
|
||||
instruction: Define how to create appropriate challenges for each level type
|
||||
template: |
|
||||
**Challenge Types:**
|
||||
|
||||
- Execution challenges: {{skill_requirements}}
|
||||
- Puzzle challenges: {{complexity_guidelines}}
|
||||
- Time challenges: {{time_pressure_rules}}
|
||||
- Resource challenges: {{resource_management}}
|
||||
|
||||
**Difficulty Calibration:**
|
||||
|
||||
- Skill check frequency: {{frequency_guidelines}}
|
||||
- Failure recovery: {{retry_mechanics}}
|
||||
- Hint system integration: {{help_system}}
|
||||
|
||||
- id: technical-implementation
|
||||
title: Technical Implementation
|
||||
instruction: Define technical requirements for level implementation
|
||||
sections:
|
||||
- id: level-data-structure
|
||||
title: Level Data Structure
|
||||
instruction: Define how level data should be structured for implementation
|
||||
template: |
|
||||
**Level File Format:**
|
||||
|
||||
- Data format: {{json|yaml|custom}}
|
||||
- File naming: `level_{{world}}_{{number}}.{{extension}}`
|
||||
- Data organization: {{structure_description}}
|
||||
sections:
|
||||
- id: required-data-fields
|
||||
title: Required Data Fields
|
||||
type: code
|
||||
language: json
|
||||
template: |
|
||||
{
|
||||
"levelId": "{{unique_identifier}}",
|
||||
"worldId": "{{world_identifier}}",
|
||||
"difficulty": {{difficulty_value}},
|
||||
"targetTime": {{completion_time_seconds}},
|
||||
"objectives": {
|
||||
"primary": "{{primary_objective}}",
|
||||
"secondary": ["{{secondary_objectives}}"],
|
||||
"hidden": ["{{secret_objectives}}"]
|
||||
},
|
||||
"layout": {
|
||||
"width": {{grid_width}},
|
||||
"height": {{grid_height}},
|
||||
"tilemap": "{{tilemap_reference}}"
|
||||
},
|
||||
"entities": [
|
||||
{
|
||||
"type": "{{entity_type}}",
|
||||
"position": {"x": {{x}}, "y": {{y}}},
|
||||
"properties": {{entity_properties}}
|
||||
}
|
||||
]
|
||||
}
|
||||
- id: asset-integration
|
||||
title: Asset Integration
|
||||
instruction: Define how level assets are organized and loaded
|
||||
template: |
|
||||
**Tilemap Requirements:**
|
||||
|
||||
- Tile size: {{tile_dimensions}}px
|
||||
- Tileset organization: {{tileset_structure}}
|
||||
- Layer organization: {{layer_system}}
|
||||
- Collision data: {{collision_format}}
|
||||
|
||||
**Audio Integration:**
|
||||
|
||||
- Background music: {{music_requirements}}
|
||||
- Ambient sounds: {{ambient_system}}
|
||||
- Dynamic audio: {{dynamic_audio_rules}}
|
||||
- id: performance-optimization
|
||||
title: Performance Optimization
|
||||
instruction: Define performance requirements for level systems
|
||||
template: |
|
||||
**Entity Limits:**
|
||||
|
||||
- Maximum active entities: {{entity_limit}}
|
||||
- Maximum particles: {{particle_limit}}
|
||||
- Maximum audio sources: {{audio_limit}}
|
||||
|
||||
**Memory Management:**
|
||||
|
||||
- Texture memory budget: {{texture_memory}}MB
|
||||
- Audio memory budget: {{audio_memory}}MB
|
||||
- Level loading time: <{{load_time}}s
|
||||
|
||||
**Culling and LOD:**
|
||||
|
||||
- Off-screen culling: {{culling_distance}}
|
||||
- Level-of-detail rules: {{lod_system}}
|
||||
- Asset streaming: {{streaming_requirements}}
|
||||
|
||||
- id: level-testing-framework
|
||||
title: Level Testing Framework
|
||||
instruction: Define how levels should be tested and validated
|
||||
sections:
|
||||
- id: automated-testing
|
||||
title: Automated Testing
|
||||
template: |
|
||||
**Performance Testing:**
|
||||
|
||||
- Frame rate validation: Maintain {{fps_target}} FPS
|
||||
- Memory usage monitoring: Stay under {{memory_limit}}MB
|
||||
- Loading time verification: Complete in <{{load_time}}s
|
||||
|
||||
**Gameplay Testing:**
|
||||
|
||||
- Completion path validation: All objectives achievable
|
||||
- Collectible accessibility: All items reachable
|
||||
- Softlock prevention: No unwinnable states
|
||||
- id: manual-testing-protocol
|
||||
title: Manual Testing Protocol
|
||||
sections:
|
||||
- id: playtesting-checklist
|
||||
title: Playtesting Checklist
|
||||
type: checklist
|
||||
items:
|
||||
- "Level completes within target time range"
|
||||
- "All mechanics function correctly"
|
||||
- "Difficulty feels appropriate for level category"
|
||||
- "Player guidance is clear and effective"
|
||||
- "No exploits or sequence breaks (unless intended)"
|
||||
- id: player-experience-testing
|
||||
title: Player Experience Testing
|
||||
type: checklist
|
||||
items:
|
||||
- "Tutorial levels teach effectively"
|
||||
- "Challenge feels fair and rewarding"
|
||||
- "Flow and pacing maintain engagement"
|
||||
- "Audio and visual feedback support gameplay"
|
||||
- id: balance-validation
|
||||
title: Balance Validation
|
||||
template: |
|
||||
**Metrics Collection:**
|
||||
|
||||
- Completion rate: Target {{completion_percentage}}%
|
||||
- Average completion time: {{target_time}} ± {{variance}}
|
||||
- Death count per level: <{{max_deaths}}
|
||||
- Collectible discovery rate: {{discovery_percentage}}%
|
||||
|
||||
**Iteration Guidelines:**
|
||||
|
||||
- Adjustment criteria: {{criteria_for_changes}}
|
||||
- Testing sample size: {{minimum_testers}}
|
||||
- Validation period: {{testing_duration}}
|
||||
|
||||
- id: content-creation-pipeline
|
||||
title: Content Creation Pipeline
|
||||
instruction: Define the workflow for creating new levels
|
||||
sections:
|
||||
- id: design-phase
|
||||
title: Design Phase
|
||||
template: |
|
||||
**Concept Development:**
|
||||
|
||||
1. Define level purpose and goals
|
||||
2. Create rough layout sketch
|
||||
3. Identify key mechanics and challenges
|
||||
4. Estimate difficulty and duration
|
||||
|
||||
**Documentation Requirements:**
|
||||
|
||||
- Level design brief
|
||||
- Layout diagrams
|
||||
- Mechanic integration notes
|
||||
- Asset requirement list
|
||||
- id: implementation-phase
|
||||
title: Implementation Phase
|
||||
template: |
|
||||
**Technical Implementation:**
|
||||
|
||||
1. Create level data file
|
||||
2. Build tilemap and layout
|
||||
3. Place entities and objects
|
||||
4. Configure level logic and triggers
|
||||
5. Integrate audio and visual effects
|
||||
|
||||
**Quality Assurance:**
|
||||
|
||||
1. Automated testing execution
|
||||
2. Internal playtesting
|
||||
3. Performance validation
|
||||
4. Bug fixing and polish
|
||||
- id: integration-phase
|
||||
title: Integration Phase
|
||||
template: |
|
||||
**Game Integration:**
|
||||
|
||||
1. Level progression integration
|
||||
2. Save system compatibility
|
||||
3. Analytics integration
|
||||
4. Achievement system integration
|
||||
|
||||
**Final Validation:**
|
||||
|
||||
1. Full game context testing
|
||||
2. Performance regression testing
|
||||
3. Platform compatibility verification
|
||||
4. Final approval and release
|
||||
|
||||
- id: success-metrics
|
||||
title: Success Metrics
|
||||
instruction: Define how to measure level design success
|
||||
sections:
|
||||
- id: player-engagement
|
||||
title: Player Engagement
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Level completion rate: {{target_rate}}%
|
||||
- Replay rate: {{replay_target}}%
|
||||
- Time spent per level: {{engagement_time}}
|
||||
- Player satisfaction scores: {{satisfaction_target}}/10
|
||||
- id: technical-performance
|
||||
title: Technical Performance
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Frame rate consistency: {{fps_consistency}}%
|
||||
- Loading time compliance: {{load_compliance}}%
|
||||
- Memory usage efficiency: {{memory_efficiency}}%
|
||||
- Crash rate: <{{crash_threshold}}%
|
||||
- id: design-quality
|
||||
title: Design Quality
|
||||
type: bullet-list
|
||||
template: |
|
||||
- Difficulty curve adherence: {{curve_accuracy}}
|
||||
- Mechanic integration effectiveness: {{integration_score}}
|
||||
- Player guidance clarity: {{guidance_score}}
|
||||
- Content accessibility: {{accessibility_rate}}%
|
||||
Reference in New Issue
Block a user